Professional Documents
Culture Documents
Kamigawa
Kamigawa
anneal
. nee ae iz : oT We >.
| LUN i. =i: h
— < | ea i . 1 i . ae
CREDITS
Designer:
Gabe Rodriguez, /u/letterephesus
Editor:
Joe Rodriguez
Logo:
Wizards of the Coast
Cover Art:
Chris Ostrowski
GMBinder Theme:
The Technomancer's Textbook by Mogrit
Background art by Nixo Media, created for Mogrit
Artist Credits:
Chen
Playtesters:
Contributions:
Tyler Browning
Nate "Oneshoe"
/u/AlasBabylon_
/u/TrippyGame
/u/InaraTheTeenageLich
/u/greatnebula
Resources Used:
CHANGELOG
e Version 1.2
e Added note on kami races
e Corrected errors in Jin-Gitaxias' stat block.
ON LPT SASSI YZ Of
e Version 1.1
e Minor spelling & grammar corrections
« Version 1.0
e Public Release
e Version 0.9.3
e Finalized NPC stat blocks
« Version 0.9.2
- Contribution/Credit Updates
e Version 0.9.1
e Additional edits
- Version 0.9
¢ Balance update for Kitsune
e Additional monster stat blocks
e Version 0.8.1
- Adjusted spell balance
e Added vehicle stat blocks
- Added monster stat blocks
« Version 0.8
- Balance update for orochi and kitsune
« Added vehicle rules and statblocks
This document was created solely for private use. All rights are retained by the
owners of trademarks and copyrights of the content within this
_ document. This document, in part or whole, cannot be reproduced for the intent of
retail sale or personal gain except by those said interested
parties or by others with legal, written consent by said parties.
TABLE OF CONTENTS
Moonfolk
D274 1100) Ee fe, Oo 8 Re Peer
Classes
Backgrounds...............
New Backgrounds..............
Adapting Backgrounds
CHAPTER 3: TREASURES ...0.0.. oe ceeecssesecececeseeeeeeeeeeeeetuesenees 30
Magic Items). .28....ceie geen Sa petedescciseetsect dee ie a een dea eel 31
ACventuring Gear .o..ci.cceecceiccede eM
eccstasecssastesestatuaeitnagteresttenegeees 35
WEAPONS 78 eh acc deasettisasttesecscucsnesraMeasses PMN wes caataggilbtben 36
CHAPTER 4: SPEELS oil. cece neces. fet oditeggasesticsetes deeweeaees 37
CHAPTER 5:. VEHICLES |... tj. OR.. AUB ieee ts 41
Mech Suits «0... teeciccegeresceelcetsesngis ek Mie ptt dee ees nesses ag Rb aaeaet
43
‘
"Art by Lorenzo Lanfrancont
@lorenzolanfrancon
——
WELCOME TO
KAMIGAWA
— AOHA
General of the First Emperor
The world of Kamigawa is one where new meets old, where magic
and technology converge and collide in unexpected ways. Magic is
the domain of the kami, spirits or gods of the realm that associate
with all things.:The Kakuriyo is the spirit world, the plane of
existence where the kami dwell. Its other half is the Utsushiyo
where mortals live. These planes of existence are slowly merging,
allowing the kami to pass into the mortal world and become a part
of it.
NEON DYNASTY
oy
-
O.
<q
=
U
q
:
would be familiar with the currency and language, and the plane's
relationship to kami and technology.
KAMI
The kami are the great spirits who come from Kakuriyo, the spirit
world. Kami are manifestation of all things on Kamigawa; each
place, event, and concept has a spiritual counterpart in Kakuriyo.
TECHNOLOGY
CURRENCY
CURRENCY
5E COINAGE RYO
Copper @0.1
Silver @1
Gold @10
Platinum @100
LANGUAGES
KAMIGAWA LANGUAGES
LANGUAGE TYPICAL SPEAKERS
Kitsune Kitsune
Orochi Orochi
Nezumi-Tongue Nezumi
Ritual Tongue Ogres, Oni
Phyrexian —
The Imperial court interacts with the kami frequently, and many
kami willingly work with the Imperials, lending their power to help
them deal with merges and the possible side effects of merges. The
title "Emperor of Kamigawa" is given to whomever the kami
Kyodai has chosen to bond with, thus connecting them to the
body and soul of the plane.
@johan_g
Most Futurists prefer not to rely on kami magic because they see
it as putting themselves at the whim of the kami. They would
rather be free to experiment and explore on their own terms.
Occasionally, they'll consult with kami, but for the most part, they
prefer to rely on their own ingenuity to figure things out.
Nevertheless, some individual Futurists have chosen to
experiment with kami magic and the very forces that govern
reality.
Kami take a very active role in'shaping and guiding the Order of
Jukai, providing power, friendship, and a shared sense of purpose.
Some members and kami share such a deep, personal connection
that the kami will grant the mortal permission to access the
deepest recesses of their magic. These channelers can call upon
powerful spirits and primal forces of nature.
@aurorefolny
10
THE RECKONERS
ONI CULTS
People from all walks of life are drawn to demon worship, seduced
by the promise of power and destruction offered. Though they're
collectively referred to as cultists, individual practitioners have
little to do with each other. Many are openly hostile to each other,
so they tend to live in places where they can blend in or move
frequently to avoid attracting unwarranted attention.
Nevertheless, they all share a similar goal: feed their demon patron
enough power to break the bindings that chain them to the spirit
realm.
@annapavleeva
JUKAI FOREST
TOWASHI CITY
BOESIJU DISTRICT
Boseiju is the oldest and largest living tree in Kamigawa and the
only remnant of the Jukai Forest within Towashi city limits. Its
branches dwarf the surrounding skyscrapers, casting a near-
permanent shadow over the city beneath. When dwellings were
constructed on the tree itself, the Boseiju District arose as a haven
for those who sought to escape from frantic modern life and be in
touch with nature. In the heart of this district is an Imperial Shrine
to Kyodai.
Art by esuthio
——.,
=. @esuthio
UNDERCITY
The Undercity houses a Flea Market, where less than legal goods
can be peddled, along with the Kozue Sake Bar. It is also rumored
that somewhere in the Undercity, there is a fighting pit that looms
over a deadly chasm, where warriors test their skills and only the
strongest survive.
OTHER.LOCATIONS
12
TOWABARA
EIGANJO
War, and was built upon the bones of its ancient former castle self,
Eiganjo is a place where ancient shrines and ancestral homes exist
side by side with sleekly modern structures. Ancient architecture is
painstakingly maintained and incorporated rather than torn down
or built over, creating a sense of elegance and harmony between
past and present.
ARABA
@alayna
KAMITAKI
Lake Kamitaki is a large body of water in the North of Kamigawa,
bordering the Towabara Plains, Towashi (which used to be the
Jukai Forest), and the Takenuma swamps. From it flows the great
Kamigawa River and the lesser Akagi River. Mikokoro is a
rumored sacred island of crystal, that lies at the heart of the seas
north of Kamitaki.
MINAMO
Minamo is the "school at water's edge," built around and above the
lake and the Kamitaki Falls. The academy is comprised of both
ordinary buildings and buildings held magically aloft. It served as
a place of study of magic, history, and kami before the Kami War.
The school is still operational, but with the advent of technology,
has been largely replaced by Otawara.
OTAWARA
moonfolk.
14
SOKENZAN
SHINKA KEEP
TENDO PEAKS
@alayna
TAKENUMA
VILLAGES
TOMB OF URAMI
'@samburley
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CHARACTER OPTIONS
gy
RACES
LANGUAGES
Your character can speak, read, and write Common. At your DM's
discretion, your character might know or be able to learn another
one of Kamigawa's other languages. You can learn more about the
languages in Kamigawa in Chapter 1.
7 4
CREATURE TYPE
AGE
PROFICIENCIES
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
KAMI RACES
17
Art by Olivier Bernard
@olivierbernard
AKKI NAMES
RACIAL TRAITS
HUMAN
HUMAN NAMES
Kamigawa humans have names that often reflect the natural world
around them. They are also given clan names, with many clans
valuing their prestigious heritage and seeking to honor their
ancestors’ name.
RACIAL TRAITS
VARIANT TRAIT
19
KAPPA
KAPPA NAMES
Kappas have a single name which they adopt for themselves. Males
RACIAL TRAITS
Claws. You have claws that you can use to make unarmed
strikes. When you hit with them, the strike deals 1d6 + your
Strength modifier slashing damage, instead of the bludgeoning
damage normal for an unarmed strike.
Kappa Sara. Your head crests into a dish that can hold water.
As long as the dish is full of water, you have advantage on ability
checks you make to initiate or escape a grapple.
KITSUNE
The more a kitsune experiences, the more tails they grow, with
the wisest elders having nine tails. The average kitsune is slighter
and shorter than the average human, with the top of a kitsune's
head coming up to a human's chin. They have white fur with red
markings.
KITSUNE NAMES
RACIAL TRAITS
— “
>
“—
@pindurski
~) MOONFOLK
live within the floating city of Otawara, which rests in the clouds
above lake Kamitaki. They watch over the world below, mostly
indifferent to the concerns of the surface folk. They have a high
RACIAL TRAITS
Cantrip. You know one cantrip of your choice from the wizard
NEZUMI
Nezumi have a wide range of gray and brown fur colors. They
are characteristically smaller and lighter than other races, and so
make naturally adept ninjas, spies, scouts, and pilots.
NEZUMI NAMES
RACIAL TRAITS
23
OGRE
OGRE .NAMES
RACIAL TRAITS
— ———
OROCHI
The orochi form three distinct tribes: the Kashi tribe, who house
and breed warriors; the Matsu tribe, who raise spies and scouts;
and the Sakura tribe, who preserve the orochi rituals and
teachings.
In ages past, the orochi had legs like any other humanoid race in
Kamigawa. After the Kami War, the orochi were forced out of their
home, and they appealed to the kami for help. The kirin answered
their call, but demanded the orochi give up their limbs as payment.
When the orochi hastily agreed, the kirin had pity on them, taking
only their legs and granting them access to greater magical power.
OROCHI NAMES
Almost all orochi have names that begin with an 'S' sound, and
often contain more than one S in the rest of the name. Orochi do
not use family names, but may use their tribe name as a surname.
RACIAL TRAITS
Size. You are Medium or Small. You choose the size when you
select this race.
Bite. You have fangs that you can use to make unarmed strikes.
When you hit with them, the strike deals 1d6 + your Strength
modified piercing damage, instead of the bludgeoning damage
normal for an unarmed strike.
26
CLASSES
HARACTERS OF ANY CLASS CAN BE FOUND IN KAMIGAWA,
@andrewkmar
BACKGROUNDS
HACKER
You have embraced the modern age and the advent of technology,
and understand how to use it to your advantage. As a hacker, you
are adept at breaking into networks and systems, and overriding
technological devices. Perhaps you are working for one of the
Reckoner gangs or the Saiba Futurists, or perhaps you are a lone
wolf using your skills for your own ends.
Skill Proficiencies: Arcana, Investigation
FEATURE: USERNAME
IMPERIAL BUSHI
gp.
FEATURE: IMPERIAL
INTERCESSOR
LIVING HISTORIAN
MOTHRIDER
You have been given the training of the Eiganjo Mothriders, who
tamed the Imperial Moths and use them as mounts. Perhaps you
uphold the tenets of the Empire, or perhaps you and your moth
have ridden to other lands to seek your own path.
PILOT
You are a skilled pilot, of mechs or other vehicles. Pilots are sought
after by nearly every faction, and often make their own
independent names for themselves as racers, criminals, or even
vigilantes.
RECKONER
FEATURE: RECKONING
RECKONER GANG
RECKONER GANGS
D4 GANG
A Dokuchi—A ninja gang that silences and strikes from
shadow
5 Hyozan—Specialize in poisons, illegal enhancements,
and magic tattoos
3 Mukotai—Tech users that specialize in stealth and
subterfuge
4 Okiba—An exclusively nezumi biker gang
ADAPTING
BACKGROUNDS
”. proficiency instead.
BUDOKA (HERMIT)
CELEBRITY (ENTERTAINER)
KANNUSHI (ACOLYTE)
OUTLANDER
SAGE
You have dedicated your life to research. Perhaps you are a student
of Minamo Academy or Shinka Keep, or perhaps you are a
researcher in the floating city of Otawara. Your Researcher feature
will likely direct you to one of these locations, or toakamiof
knowledge.
SCROUNGER (URCHIN)
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@duongcy
MAGIC ITEMS
ANCESTRAL KATANA
Weapon (longsword), legendary (requires attunement by a
barbarian, fighter, paladin, ranger, or warlock)
7
Art by Evyit Long,
evynfong)
ITEM RARITY COST has a kami in Kakuriyo that embodies the honor the family shows
= their ancestors and gives the blade its strength.
Assassin's Ink Tattoo Uncommon 3008P An ancestral katana passes down from parent to
child, though
Barrier Tattoo (Small; TCE) Uncommon 300gp this relation does not have to be by
blood. If the bearer dies,
Chock Canine 50gp another heir can claim the blade. If no worthy heir exists, the
- sword loses its magic and becomes a normal longsword, fading
Communicator Uncommon 150gp into obscurity.
Coiling Grasp Tattoo (TCE) Uncommon 300gp You gain a +2 bonus to attack and damage
rolls made with this
Cybernetic Limb lincomiion 300gp magic Weapon It pag the follwing bd properties.
IDG oy Aa Tepa oT ALOE ONTO aRCOMon 1508p ge While you are holding this longsword,
you gain a +1
Eldritch Claw Tattoo (TCE) Uncommon 300gp Battdjutsu. When you draw this longsword
as part of the first
Energy Blade Uncommon 300gp attack you make on your first turn in combat and hit a
creature,
F the longsword deals an extra 3d8 damage.
Goggies oj ign teMe) Dacounen *508P You Are Already Dead. When you attack a Large
or smaller
Info Tablet Common 50gP creature with this longsword and roll a 20 on the attack
roll, you
Inkrise Tattoo Uncommon 300gp cut straight through the creature, bisecting and
slaying it. A
5 creature is immune to this effect if it is immune to slashing
needle to your skin where you want the tattoo to appear, pressing
the needle there throughout the attunement process. When the
attunement is complete, the needle turns into the ink that becomes
the tattoo, which appears on the skin. ‘
You gain a +3 bonus to attack and damage rolls made with this
magic weapon. It has the following additional properties.
The oni exists-for 1 hour. At the end of the duration, the creature
reverts to its sword form. It reverts to a sword early if it drops to 0
hit points or if you use an action while touching it. When the
creature becomes a sword again, its property can't be used again
until the next dawn.
COMMUNICATOR
Make a Call. You can touch the communicator and use your
action to attempt to cast magic mouth from it. The target is
another communicator whose unique sequence of numbers you
_ know. A creature holding the target communicator may accept or
_ refuse your call. If they accept, you cast the spell and it triggers
CHOCHIN
The chochin is a paper lantern that uses magic instead of oil. When
lit, the lantern sheds bright light in a 30-foot radius and dim light —
for an additional 30 feet. As an action, you can turn the lantern
light on or off.
CYBERNETIC LIMB
DIVING TOP
The divining top is a tiny brass spinning top with cryptic markings,
connected to the spirit world. By spinning the top and watching
how it spins and where it lands, you can predict the future.
The top has 3 charges, and regains all expended charges daily at
dawn. You can cast the following spells from it, expending the
necessary number of charges: augury (2 charges), find traps (2
charges), divination (4 charges). The top regains 1d4 + 3 expended
charges daily at dawn.
EATER OF VIRTUE
This legendary katana is infamous for its curse. The eater of virtue
has one rune on its blade for each creature that has died wielding it
(typically 1d4 + 1). The first rune always grants a +1 bonus to
attack and damage rolls made with this magic weapon. Each rune
beyond the first grants the eater of virtue an additional property.
The DM chooses each property or determines it randomly on the
Eaten Virtues table.
EATEN VIRTUES
D6 PROPERTY
ae
TJ
ENERGY BLADE
Weapon (dagger, greatsword, longsword, rapier, scimitar, or
shortsword), uncommon
This item appears to be a sword hilt. While grasping the hilt, you
can use a bonus action to cause a blade of pure radiance to spring
into existence, or make the blade disappear.
You gain a +1 bonus to attack and damage rolls made with this
weapon, which deals radiant damage instead of its normal damage
type.
While wearing the komainu battle armor, you gain the following
benefits:
e The armor attaches to you and can't be removed against your
will. It also expands to cover your entire body, although you can
retract or deploy the helmet as a bonus action.
INFO TABLET
INKRISE TATTOO
Inkrise. While the tattoo is on your skin, you can use an action
to cause the tattoo to extrude a pair of inky, glowing bat wings or
bird wings on your back for 1 hour or until you use your action to
retract them. The wings give you a flying speed of 30 feet.
KUSARI-FUNDO
MED-TECH KIT
MISTCLOAK
This luminous cloak is woven with threads from the spirit world
and has 3 charges. While wearing it, you can use an action to
expend 1 of its charges.to cast the invisibility spell on yoursel
from it. ;
MNEMONIC SPHERE
Wondrous item, common
While holding the mnemonic sphere, you can use your action to
store a memory, idea, or message from your mind into the sphere.
The sphere can hold only one such memory, idea, or message at a
time.
MOONRING MIRROR
NOISE SUPPRESSOR
Wondrous item, common
magically secure. Sound can't pass through the barrier at the edge
of the cube. The cube lasts until you use an action to disengage it.
RETINA LENSES
These translucent lenses are placed over the eyes and provide a
heads-up display in your field of view. While wearing the lenses,
you can use an action to cast one of the following spells from it:
darkvision, detect magic, on/off,” or, remote access.*
VENTILATING MASK
This face mask depicts an oni, kitsune, or tengu and has glowing
respirators near the mouth.
WRIST-MOUNT
ADVENTURING GEAR
BLINDING POWDER
Adventuring gear
BOLAS BOLT
Ammunition
CREDIT CHIP
Adventuring gear
HOLO-CARDS
Gaming set
Holo-cards is a collectible trading card game, based on
summoning creatures and casting spells depicted on cards, dealing
damage to an opponent’s “life total” to reduce it from 20 to 0.
KOTO
Musical instrument
ONPU
Musical instrument
oot
GOHEI |
Spellcasting focus
HACKING TOOLS
Tools
TATTOOIST'S TOOLS }
Tools
WEAPONS
NEW WEAPONS
CHAIN WHIP
NEKO—TE
Neko-te are gauntlets with sharp claws in the palms, used for
climbing.
You cannot be disarmed of neko-te unless you are incapacitated.
While wielding neko-te, you have a climbing speed equal to your
walking speed.
@ChrisRa Arh
WEIGHT PROPERTIES
Light, special
ROPE DART
SAI
While wielding a sai dagger, you can use your reaction to attempt
to deflect a weapon when you are hit by a melee weapon attack.
When you do so, the damage you take from the attack is reduced
by 1d4 + your Dexterity modifier. If you are proficient with the sai
dagger, you may also add your proficiency bonus to the roll. If you
reduce the damage to 0, you may make a single melee weapon
attack against the attacker, as part of the same reaction.
WAR FAN
A war fan appears as a folding handheld paper fan, but is made
from metal.
While wielding a war fan, you gain +1 bonus to AC. You cannot
gain this benefit if you are using a shield.
SPELLS
SPELLS
Bard, Cleric,
SPELL DESCRIPTIONS
KAMI'S FLARE
2nd-level Conjuration
Range: Self
Components: V, S
You call forth a Tiny kami of fire. It flits around you in your space
for the duration, and sheds bright light in a 5 foot radius and dim
light for an additional 5 feet. The kami grants you resistance to fire
_ damage.
Once before the spell ends, you can use an action to direct the
kami to throw a stream of flame in a 30-foot line. Each creature in
_ that area must make a Dexterity saving throw, taking 2d6 fire
damage on a failed save, or half as much damage on a successful
one. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 for each slot level
_ above 2nd.
Art (previous) by J
LUCKY OFFERING
ist-level Divination
ability check, or a saving throw before the spell ends, you can |
dismiss this spell on yourself to gain advantage on the roll.
When you dismiss this spell on yourself, you gain temporary hit
points equal to your spellcasting bonus.
MALICIOUS MALFUNCTION
5th-level Transmutation
Casting Time: 1 action
Range: 60 feet
You infuse a flask of oil with infectious magic from another plane
and transfer it into technology around you. Choose one electronic
device or magic item you can see in range. Until the spell ends, an
affected electronic device is inoperable, and a magic item that isn't
an artifact has its magical properties suppressed.
A creature holding or carrying the object when you cast the spell
must succeed on a Constitution saving throw or become poisoned
for the duration. While poisoned this way, the creature is unable to
release or remove the chosen object.
At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, you can target one additional object for each
slot level above 5th.
OKIBA SALVAGE
Range: 30 feet
Components: V, S, M (a wrench)
Duration: Instantaneous
SEISMIC WAVE
2nd-level Transmutation
At Higher Levels. When you cast this spell using a spell slot of
grd level or higher, the:damage increases by 1d6 for each slot level
above 2nd.
SHORT CIRCUIT
2nd-level Enchantment
Smoke. Thick black smoke spreads out from the target in a 20-
foot radius, moving around corners. The area of the smoke is
heavily obscured. The smoke persists for 1 minute or until a strong
wind disperses it.
SOUL TRANSFER
4th-level Necromancy
Casting Time: 1 reaction, which you take when a humanoid
within 30 feet of you dies
Range: 30 feet
Duration: Instantaneous
This spell snatches the soul of a humanoid as it dies and allows you
to transfer its energy in one of the following ways.
Steal Life. You transfer the energy to yourself and regain hit
points equal to 2d8 + your spellcasting ability modifier.
@lorenzomastroianni
SUMMON PLANT
4th-level Conjuration
At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, use the higher level wherever the spell's level
appears in the stat block.
PLANT SPIRIT
Challenge —
Spores (Fungus Only). When a creature starts its turn
within 10 feet of the plant, the plant can force it to make a
Constitution saving throw against your spell save DC. Ona
failed save, the target is poisoned until the start of its next
turn.
ACTIONS
TAMIYO'S SAFEKEEPING
Range: Touch
Components: V,S
You ward an object against harm and theft. The object, which only
you can be holding and can weigh no more than 5 pounds,
becomes immune to all damage for the duration. Any spell of 3rd
level or lower can't affect the object even if the spell is cast using a
higher level spell slot.
Until the spell ends, you can use your action to summon the
object to your free hand.
VOLTAGE SURGE
ist-level Evocation
Range: 60 feet
Components: V, S, M (a battery)
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot level
above ist.
ie ee
: Ong Ce iY
i SA
a CHAPTER 5
VEHICLES
VEHICLES
PURCHASING VEHICLES
the prices in the Vehicles for Sale table. The bankbuster and
soulripper suits are black market items.
VEHICLE COST
Bankbuster 4,000gp
Brute Suit 500gp
Cyberbike 350gp
Dragonfly Suit 3,000gp
Futurist Sentinel 40,000gp
Soulripper 4,000gp
VEHICLE PROFICIENCY
ANTIMAGIC SUSCEPTIBILITY
VEHICLE DESCRIPTIONS
While vehicles have stat blocks like creatures, they are not
- intelligent creatures and do not act or move independently.
CYBERBIKE
Wondrous item, uncommon
CRASH DAMAGE
es |
CYBERBIKE
a... |
MECH SUIT _ Es
greatly enhancing the pilot's abilities. There are different kinds of Armor Class
17 (natural armor)
mech suits in Kamigawa, each with a different purpose. The type of Hit Points 50
mech suit determines its statistics and rarity according to the table Speed 30 ft.,
fly 30 ft.
below.
STR DEX CON INT WIS CHA
Soulripper Land Rare Multiattack. The suit makes two Strike attacks.
upper back, which is easily opened while there are no creatures 1 fare ete (ediO 4p
Mdeconine toma.
easily as any other door. Other creatures can open the hatch as an eee
action with a successful DC 25 Intelligence check using hacking FUTURIST SENTINEL
tools. A knock spell cast on the hatch also opens it until the start of
feet of movement. Those inside the suit have total cover from 4 s 100
effects originating outside it. The controls within it allow creatures Hit Points
Fe
to see outside without obstruction. Speed 50 ft.
While you are inside the suit, you can command it by using the
controls. During your turn, you can command it in the following STR DEX CON INT WIS
CHA
ways: 18(+4) 10(+0) 18044) 0(5) 05) 0(5)
+ Open or close the hatch (no action required, once per turn) Damage Resistances
bludgeoning, fire, piercing, slashing
« Move the suit up to its speed (no action required) Damage Immunities poison, psyc
hic
+ Asan action, you can command the suit to take one of the Condition Immunities all
conditions but incapacitated,
actions in its stat block or some other action. invisible, and prone
eee
BRUTE SUIT ACTIONS
Large Vehicle (Land) Mutltiattack. The sentinel makes two Sentinel Sword
attacks.
Armor Class 17 (natural armor)
Hit Points 50
Speed 30 ft.
ACTIONS
Art by ChrigRahn
OGHERAANATE
pe
IMPOSTER MECH RECKONER BANKBUSTER
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one Siege. The bankbuster moves
up to its speed towards an
target. Hit: 14 (3d6 + 4) damage of a type of the mech's object or structure,
dealing 4d10 bludgeoning damage to it if
choice: bludgeoning, piercing, slashing, or lightning. the bankbuster enters its
space.
(ee |
Combine and Transform. The mechtitan core combines creature. Hit: 11 (2d6 +4)
piercing damage.
Gargantuan vehicle. It gains a flying speed of 100 ft., its Grab. Melee Weapon
Attack: +6 to hit, reach 5 ft., one
current hit point total resets to 100 hit points, and it gains creature. Hit: the
target is grappled.
100 temporary hit points. Each pilot can command the Soulrip. The soulripper makes
a special Bite attack against a
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who can be found in Kamigawa. The Kamigawa Creatures Meso aeauamsa heacoca ye 4 nll
table below also includes creatures from the Monster Kami of Bamboo Groves Plant 5
MM B : Z
eal - ) east 2 Samurai Humanoid 3
Circuit Mender Construct 1/4 Scnien Rt a5
i 1Sk it B : z
ce ibe skyturtle eae i Seven-tail Mentor Humanoid 12
Containment Construct Construct 4 Seg a Boas 1/4
Corpse-Swallower Toad Beast 5 Soneahanes Hamano 5
Cyberdrive Awakener Construct 4 eee a Th as
Dragon Spirits Tanuki Beast 0)
2 ; In this section, you will find some weapons and spellcasting that
Imperial Enforcer Humanoid 1/8 function in atypical ways. These exceptions are
features of a stat
Imperial Moth Beast 1/4 block and represent how a particular creature uses weapons
and
Imperial Mothrider Humanoid 1 casts spells; these exceptions have no effect for how
weapons and
Jin Gitaxias Monstrosity 16 Finally, if a stat block contains the name of a class
in the
During the time of the Kami War, the Sokenzan mountains were home to many ronin,
bandits, and ochimusha deserters. Many of these
warriors befriended the mountains’ native akki tribes, and trained them in the ways
of samurai. Some of these tribes kept these traditions,
and akki ronin combine the deadly sword arts with their own custom-made weapons and
armor. These weapons and armor are often
AKKI RONIN
ACTIONS
Mutltiattack. If the akki has a wakizashi drawn, it makes
REACTIONS
that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.
Gh ae eS lt
@jasonkang
AKKI SHAMAN
Proficiency Bonus +2
Akki tribes are led by elders, and those elders are often guided by a
shaman, an akki druid. There are a number of druidic traditions
among the akki. The Rock-speakers divine the future from lava
stones, the Blizzard-herders call or predict snowstorms, and the
Coal-flingers enchant rocks to hurl themselves at trespassers.
ACTIONS
BLOSSOM PRANCER
BLOSSOM PRANCER
Large Fey (Kami), Typically Neutral
Proficiency Bonus +2
ACTIONS
CIRCUIT MENDER
Skills Stealth +4
Languages —
Proficiency Bonus +2
@hector_ortiz
/
CIRCUIT MENDER
@cosmicdaydreamstudio
SS oe
COLOSSAL SKYTURTLE
) _
COLOSSAL SKYTURTLE
Proficiency Bonus +3
ACTIONS
[ee |
51
52
CONTAINMENT
CONSTRUCT
Languages —
Proficiency Bonus +2
drink, or sleep.
ACTIONS
X With
Ane)
we
co
@juliankok
CORPSE-SWALLOWER
TOAD
CORPSE-SWALLOWER TOAD
ACTIONS
54
=| CYBERDRIVE AWAKENER
Languages —
Proficiency Bonus +2
drink, or sleep.
ACTIONS
ee |
@zezhou
CYBERDRIVE
AWAKENER
The cyberdrive awakener appears as a humanoid automaton with
wing-like jets on its back for flight. Curiously, it has a holographic
face that resembles a human. The awakener is capable of using
advanced, kami-powered technology to "awaken" other machines,
giving them a semblance of autonomy.
DRAGON SPIRITS
The Dragon Spirits are powerful kami, each one defending a region
of Kamigawa from threats, both within and without. Though most
of them died during the Kami War, they have since been reborn.
They are widely regarded but often prove to be temperamental
spirits.
Bp ese
AO
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT WIS
16 (+3) 15 (+2)
Proficiency Bonus +6
CHA
19 (+4)
ACTIONS
then makes three attacks: one with its Bite and two with its
Claws.
LEGENDARY ACTIONS
[ |
55
- - -
Art by Victor Adame Minguez
ee
ATSUSHI
@victoradameart
56
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Proficiency Bonus +7
ACTIONS
then makes three attacks: one with its Bite and two with its
Claws.
LEGENDARY ACTIONS
Eee ee |
JUNII
Proficiency Bonus +7
ACTIONS
then makes three attacks: one with its Bite and two with its
Claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid
damage.
LEGENDARY ACTIONS
Eee a |
57
KAIRI i Art by Tyler Jacobson
Languages Common
Proficiency Bonus +7
ACTIONS
1/day each: arcane eye, chain lightning, create or destroy preeminent center of
learning and innovation, they sought out
water, plane shift Kairi for the dragon's protection, but Kairi was suspicious of
the
moonfolks' intentions and refused. Nowadays he spends most of
LEG E N DARY ACTI O N S his time exploring the oceans and skies of Kamigawa,
discovering
The dragon can take 3 legendary actions, choosing from the mysteries that he keeps
to himself.
turn.
A : “I UE) apg
@donatoarts
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Proficiency Bonus +7
ACTIONS
Mutltiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its Bite and two with its
Claws.
LEGENDARY ACTIONS
59
DRUMBELLOWER
Skills Perception +5
Proficiency Bonus +2
ACTIONS
DRUMBELLOWER
GENEROUS VISITOR
@iriscompiet
GENEROUS VISITOR
Armor Class 15
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft., swim 20 ft.
Proficiency Bonus +2
ACTIONS
Spellcasting. The visitor casts one of the following spells,
requiring no components, using Wisdom as the spellcasting
ability (spell save DC 13):
iriscompiet.art/
62
| GEOTHERMAL KAMI
Proficiency Bonus +2
ACTIONS
Oe
GEOTHERMAL KAMI
GLOOMSHRIEKER
Skills Perception +8
Proficiency Bonus +3
ACTIONS
63
64
GOLDEN-TAIL MONK
Armor Class | 4
| Hit Points 38 (7d8 + 7)
Speed 40 ft.
STR DEX
12(+1) 15(+2)
CON
12 (41)
INT WIS
13 (+1) 14(+2)
CHA
10 (+0)
Languages Common
Proficiency Bonus +2
ACTIONS
REACTIONS
GOLDEN-TAIL DISCIPLE
GRAVELIGHTER
GRAVELIGHTER
Proficiency Bonus +2
ACTIONS
BONUS ACTIONS
@mirandameeks
66
GUARDIAN OF OBORO
oi an
GUARDIAN OF OBORO
STR DEX
12(+1) 18(+4)
CON
13 (+1)
INT WIS
10 (+0) 18 (+4)
CHA
10 (+0)
Languages Common
ACTIONS
REACTIONS
W |
|
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EE |
= HOUND
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR DEX CON INT WIS CHA
10(+0) 13(4+1) 11(+0) 3(-4) 12(4+1)~ 6(-2)
HOUND
loyal companions to those who care for them, and some hounds
Proficiency Bonus +2
have even been known to befriend kami.
ACTIONS
/ |
67
68
IMPERIAL ENFORCER
IMPERIAL ENFORCER
Medium Humanoid, Typically Lawful Neutral
Skills Perception +2
ACTIONS
fe,
Ky) : ss
@ajmanzanedo
IMPERIAL MOTHRIDER
The moths of Eiganjo were once no different from any other great
beast of Kamigawa's wilds. It took years of patience and dedication
to convince them to bear riders. Mothriders ride these large moths
into battle and use them to patrol the skies.
IMPERIAL MOTHRIDER
Medium Humanoid (Fighter), Typically Lawful Neutral
ACTIONS
os
A
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IMPERIAL MOTH
Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.
Proficiency Bonus +2
ACTIONS
Ca |
69
70
IMPERIAL SUBDUER
— :
IMPERIAL SUBDUER
ACTIONS
IRON APPRENTICE
Languages —
Proficiency Bonus +2
ACTIONS
me 4
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ge Immunities necrotic
16 (15,000 XP)
ncy Bonus +5
Prot
claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
I,
AG) 13 (+1) 18(+2) 20(+5) 12(41) 13(41)
REACTIONS
LEGENDARY ACTIONS
JUKAI ARCHER
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JUKAI ARCHER
Proficiency Bonus +2
ACTIONS
JUKAI PRESERVER
Kami take a very active role in shaping and guiding the Order of
@donatoarts
JUKAI PRESERVER
Armor Class 13
Hit Points 27 (5d8 + 5)
| Speed 30 ft.
At will: druidcraft
JUKAI TRAINEEE
The Order of Jukai accepts only the strongest in body and spirit.
On the last day of a Jukai agent's training, they are bequeathed a
powerful relic blessed by the kami.
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JUKAI TRAINEE
Proficiency Bonus +2
ACTIONS
REACTIONS
@frmiyara
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KAMI OF BAMBOO
GROVES
DEX
8 (-1)
CHA
10 (+0)
STR
18 (+4)
Skills Stealth +2
Proficiency Bonus +3
CON
16 (+3)
INT WIS
8(-1) 12 (41)
ACTIONS
KAMI OF CELEBRATION
KAMI OF CELEBRATION
Armor Class 1 3
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. (hover)
Proficiency Bonus +2
Enthralling Revelry. If the kami engages in revelry for at
least 1 minute, it chooses up to four Humanoids within 60
feet of it who were present for the entire minute. Each target
must succeed on a DC 13 Wisdom saving throw or be
charmed. While charmed in this way, the target will take part
in the kami's revels. The charmed condition ends for the
creature after 1 hour, if it takes any damage, if the kami
attacks the target, or if the target witnesses the kami
attacking or damaging any of the target's allies.
ACTIONS
BONUS ACTIONS
V7
KAMI OF INDUSTRY
Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 40 ft., climb 40 ft.
Proficiency Bonus +2
ACTIONS
KAMI OF MOURNING
@joshhass
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KAMI OF MOURNING
Proficiency Bonus +4
ACTIONS
Multiattack. The kami makes two Claw attacks.
80
KAMI OF RESTLESS
SHADOWS
Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 40 ft.
Skills Stealth +7
Proficiency Bonus +2
ACTIONS
BONUS ACTIONS
(a a
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— SB if
Takenuma.
Armor Class 1 3
Hit Points 40 (9d8)
Speed 10 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
17 (+3)
CON
10 (+0)
INT
VAG)
WIS
15 (+2)
CHA
16 (+3)
Languages all
ACTIONS
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81
4 Fs
- KAMI OF TRANSIENCE
» half has a humanoid mask and pieces of masks, and a tree grows
from its shoulders. It is accompanied by floating masks with
KAMI OF TRANSIENCE
Proficiency Bonus +4
ACTIONS
At will: druidcraft
3/day each: dispel magic, entangle, plant growth, spike
growth
KAMI OF
TRANSMUTATION
@mirkodocfile
ne §
’ KAMI OF TRANSMUTATION
Speed 30 ft.
Languages Common
Proficiency Bonus +3
ACTIONS
84
KAPPA CANNONEER
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KAPPA CANNONEER
Proficiency Bonus +2
ACTIONS
Muttiattack. The kappa makes two Claws attacks.
Ce |
Art by ‘Alexander /
@mokhman ~
KIRIN
The kirin appear as spirits with aspects of horse, dragon, and deer or goat. They
have horns and can fly through magical means. There are five
legendary kirin who spend every 1000 years among mortals before reuniting with the
other kirin to discuss their experiences. Dew, the
cloudhoof kirin; Pipe, the skyfire kirin; Silverbeard, the celestial kirin; Thorn,
the bounteous kirin; and Scale, the infernal'kirin, who spends
his time among mortals not as a humanoid but as a disease. There is also Hinata,
the dawn crowned, a kirin known to be curious or
meddlesome.
Proficiency Bonus +4
ACTIONS
Horn attack.
LEGENDARY ACTIONS
eee ee |
85
ds
— i
KYODAI
~s=>@danielzrom
Called the Soul of Kamigawa, Kyodai is the kami of the plane itself. She was
originally an aspect of O-Kagachi, the embodiment of both the
Kakuriyo and Utsushiyo. Kyodai was stolen by Takeshi Konda, which instigated the
Kami War. In its aftermath, Kyodai bonded with Michiko
Konda and helped start the Empire to preserve the balance between the worlds and
prevent another war.
KYODAI
Languages all
Proficiency Bonus +9
ACTIONS
attacks.
LEGENDARY ACTIONS
MIRROSHELL CRAB
MIRRORSHELL CRAB
Skills Stealth +2
Proficiency Bonus +3
ACTIONS
87
88
NINJA
Speed 40 ft.
STR DEX CON INT WIS CHA
13(+1) 16(+3) 12(4+1) 10(+0) 15(4+2) 10(40)
+5
Senses passive Perception 14
Languages Any one language, usually Common
Challenge 3 (700 XP)
Proficiency Bonus +2
a a at
ACTIONS
attacks.
BONUS ACTIONS
ONI CULTIST
Oni in Kamigawa can use the statistics for the oni in the Monster
Manual; more powerful spirits might use any of that book's
statistics for demons or devils.
Oni possession was common during the Kami War, and some
oni cultists might find themselves possessed by an oni. Oni
possession is distinguished by a glowing third eye that appears
vertically on the forehead of the possessed, called the Mark of the
Oni. This possession functions similarly to the Possession action of
the ghost, which also appears in the Monster Manual
ONI CULTIST
Proficiency Bonus +2
ACTIONS
At will: thaumaturgy
3/day each: darkness, command, hold person
@justinecruzart
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RAIJU
7 _ _~
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The raiju is a spirit strongly associated with thunder, lightning, electricity, and
storms. It appears as a beast similar to a wolf, though it has
horns, and it has five eyes; a pair below its normal pair and a singular eye on its
forehead. It is accompanied by flower-like energy objects,
which conduct excess electricity around the creature. It is lightning fast and
incredibly dangerous, even to experienced kami intercessors.
RAIJU
Armor Class 14
Hit Points 60 (8d8 + 24)
Speed 40 ft., fly 60 ft.
Proficiency Bonus +2
ACTIONS
Art by Gaboleps
@gaboleps
SAMURAI
Samurai are warriors trained in the ancient arts of battle and the
sword. Most samurai are graduates of the Golden-Tail Academy,
where they learn both ancient techniques as well as other skills
such as strategy and history.
SAMURAI
Proficiency Bonus +2
ACTIONS
BONUS ACTION |
SEVEN-TAIL MENTOR
@eeliskyttanen
The seven-tail mentor is a kitsune master sensei at Golden-Tail academy, where the
best Imperial samurai are trained. Kitsune grow tails as
they grow in experience, knowledge, and wisdom; a seven-tailed kitsune is very wise
in the ways of battle. The mentor is a teacher to students,
but remains formidable in its own right, able to draw on its experience to gain the
upper hand against its enemies.
SEVEN-TAIL MENTOR
Languages Common
Proficiency Bonus +4
ACTIONS
LEGENDARY ACTIONS
The mentor can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. The
mentor regains spent legendary actions at the start of its
turn.
= @donatoarts
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SKYSWIMMER KOI
Armor Class 13
Hit Points 42 (4d20)
Speed 0 ft., fly 30 ft., swim 40 ft.
reach them. Swallow. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: A Large a smaller creature is swallowed. A
swallowed creature is blinded and restrained, has total cover
against attacks and other effects outside the koi, and takes 13
(3d8) acid damage at the start of each of the koi's turns.
[ee |
@fajareka
SONGSHAPER
Speed 30 ft.
SONGSHAPER
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
ACTIONS
At will: thaumaturgy
1/day each: charm person, shatter, sleep
BONUS ACTIONS
UNFORGIVING ONE
@faribakhamseh
UNFORGIVING ONE
CHA
1(-5)
CON INT
15(+2) 3(¢4)
WIS
8 (-1)
STR
18 (+4)
DEX
11 (+0)
Proficiency Bonus +2
ACTIONS
VECTOR GLIDER
VECTOR GLIDER
15 (natural armor)
(1d4)
O ft., fly 40 ft.
3 (-4) 18 (+4)
10 (+0) - (ie
ia a
2) 3 Get)
ACTIONS
@nastasja
WALKING SKYSCAPER
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wa
@auden
WALKING SKYSCRAPER
Gargantuan Construct, Unaligned
Speed 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 11(+0) 30(+10) 3(-4) 11(40) 8(-1)
Languages —
Proficiency Bonus +8
ACTIONS
Mutltiattack. The skyscraper makes two Slam attacks and
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